Tears of Idris

Adventure log :04
The Downfall of a Deity


Combat: Ivan and his bandits.

 XP: 3,450


NPCs Met:

Long story short, there was a deity, and he fell down. Into the water. Presumably eaten by sharks. The end.

Post Script: Donivan cast Zone of Silence while he, Edmond, and Akmenous fought off Ivan's goons, and Maggie shot Ivan multiple times, taking out one of his eyes before he feel into the afore mentioned water.

Adventure log :03
Cave Entrance


Combat: #1 fight at the entrance to Ivan's Caverns – archers, thugs, wolves, kobalts, warlords.

 XP: 2,000

Loot: 100g for protecting the caravan. 200g for nondisclosure in regards to the rose bushes and Ivan. 6 "fast rest" potions, 7 rose potions (1d4 1). Conjurers Circlet of the Burglar (attunement): The bearer may cast prestidigitation once per day and gets 1 to slight of hand checks. The Defensive Quiver of the Favored (attunement): Once per day the bearer can make a save roll w/advantage and can move an addition 5ft when making a dodge action.

NPCs met:

Donavin interrogated the prisoners who attacked the town the night before using a zone of truth. One archer said that he would take us to Ivan if we let him take back the money chest from the hotel. We agree and filled the chest with rocks (duh). As we finished talking to the prisoners a passenger coach arrived in town, and Voleur De Larosa got off with a tulip in his button hole and a cup of tea in his hand. De Larosa asked us about our progress with the mission, paid us 100 gold each for successfully protecting the caravan, and asked if we had recovered any of the roses. We showed him the prisoners who had the rose thorn infections. He tapped them each with his cane and the rose growth fell away from their arms along with the daggers. De Larosa collected the daggers, seeming rather distressed that the roses had been used as weapons.

De Larosa then took us aside and told us about the secret abilities of the rose bushes that he had sent to his cousin for her wedding. The main reason that he had sent the rose bushes was because his cousin, and Elf, and her husband, a human, would have difficulty having children, and the rose bushes would provide them with the magical influence needed to conceive. The rose bushes also had other benefits, though, such as combining the petals with water to make a healing potion. In the hands of Ivan, however, the roses had been used to create a disease. De Larosa then became very hushed about the roses and told us to keep this knowledge secret. Maggie mentioned that the last time De Larosa gave us nondisclosure instructions, he also gave us 200 gold. De Larosa seemed amused at this presumption and gave us each the requested money.

We then left town, following the archer that had agreed to take us to Ivan in exchange for the chest from the hotel. After traveling for half a day we came to a cave opening, and the archer told us that this was Ivan's base. Realizing that a soon as we got inside the cave the archer would not be a trustworthy guide, we knocked him out and entered the cave tunnel. Within the cave the tunnel split in three directions. Unsure which direction would take us to Ivan, we went back outside and waited for the archer to wake up so that we could follow him to Ivan. The archer woke up and started into the cave. He noticed us following him right away and began sounding the alarm as he ran into a small room and pulled a lever to drop a barred gate across the cave entrance dividing our group in half. Akmenous, Maggie, and Edmond were now inside the cave with Donavin and Barker without (Maggie, of course, could move in and out between the bars, but mostly was inside). We then were attacked with an onslaught of enemies. The not so helpful archer released a pack of five wolves that had been chained to a wall in the room directly ahead of us, a band of four archers came at us from the room on the left and four thugs charged in from the right. A patrolling archer and two swordsmen that were circling the cave attacked us from behind as well. After a good deal of fighting three Human leaders along with their three Kobalt slaves came at us from the passage on the right as well. Edmond defeated the group of archers, chasing them back into their room in spider form and wrapping them in webbing. Maggie took out the the Kobalts and a few Humans, knocking them out with her poison arrows. Barker mind-controlled the patrolling swordsmen causing them to attack each other. Akmenous and Donavin thrashed the remaining enemies for a thorough, but exhausting, victory.

We then searched the rooms around us for loot and rested for an hour before continuing on through the tunnels. While looting the rooms, Donavin found a large crystal in the room on the right, and Akmenous discovered a blue canary in the same room that seemed to be made of light and flew into his soul to be his now faithful companion.

Adventure log :02
A Market, a Marriage, and a Melee


Combat: #1. 1 human leader, 4 human archers and 6 Kobalt bandits on the road to BoydShille, #2. Human leaders and archers, Dragonborn and Kobalts in the Inn/Tavern/Bank at BoydShille

XP: 750

Loot: 20 arrows (cast entangle, target roles DC 10 Dex)

NPCs met:

Hogarti (Human leader of Kobalt bandits, who believes that the Viking Human god, Ivan, has destined the humans to concur and exterminate all Tear Touched creatures)

Ashton Boyd (Human Mayor of BoydShille)

We arrived at BoydShille without further excitement. We turned the bandit captives over to the town sheriff to be held in the stocks until we could take them back to Dormir. The town was very excited to see the supply caravan, took the payroll and locked it in a chest in the tavern, and took the supplies to the market that was just getting started for the day.

We did some shopping at the market and bought some false steel (aluminum). When the town's people noticed Donavin had a religious background, they insisted that he and Akmenoks hold a service for the town. Most of the town attended the service and Donavin even officiated a wedding for James Pump and his blushing bride.

That night, as we slept in the tavern, we were awoken by the sound of more bandits releasing their companions from the stocks and then heading to the tavern to steal the payroll chest. We fought them off and took most of them captive.

Adventure log :01
A Day for the Rats


combats: 0

XP earned: 300

Loot: 100g ea. for completing the mission. 200g ea. from De Larosa for not telling anyone about the crystal.

NPCs met:

Gail (questionable sausage vendor),

Tom Bakerson (Owner of a bakery with a crystal that enhances the quality of the produce for his baked products)  

Rat King (leader of the Rattkin), 

Voleur De Larosa (Half-Elf Insurance Rep for The Brighter Future Society (BFS) AKA Con-Man? Crystal Promoter? Cheese Guy?)

1st assignment for the Three Torches: Get rid of the rat infestation at Tom Bakerson's Bakery. On the way to the bakery we met Gail, who offered us 100 platinum each for information about Tom Bakerson's secret that makes his baked foods so good. At the bakery, Tom directed us to the cellar under his store, where the rats had taken up residence. He seemed in a hurry to get the job done and was rather rude. Upon investigating the cellar, we found rats from small "normal" rat size to a few that were large 18" tall when standing on their hind feet. 

Edmond "animal spoke" to the rats and convinced them to take us to their leader. The rats informed him that we would have to go through the locked back room to get to their king, so we asked Tom for the key. Tom got very nervous and said that he could not give us the key without someone else's permission. He then sent a message to Voleur De Larosa, who came over with a red rose in his button hole and a chunk of cheese in his hand.

De Larose insisted that we sign a non-disclosure contract before we could have the key (basically the contract said that we would get 200g for not telling anyone about anything in the backroom, and if we did talk about it then we would be made to be very sorry). Then De Larosa proceeded to tell us about a large crystal that was being stored in the cellar room, to which Tom owed much of his bakery's success due to the fact that it made his fruits and grains larger, tastier, and able to stay fresh longer. We promised not to tell anyone about the crystal, and Tom reluctantly handed over the key. 

We went back down into the cellar, and Andrew told the rats that we were ready to meet their king. They lead us into the backroom, through a drainage hole in the floor, and we entered the sewers of Domir. Beneath the bakery the sewers were lit with a soft, yellow light. The source of the light was a round crystal held in the arms of a rat the size of a small elephant. This, we learned, was Ratking, the leader of several hundred rats who had discovered the crystal while raiding the baker's storage room. Through prolonged exposure the ordinary rat had become gradually larger and more intelligent, so much so that he now understood and spoke common. He had then moved his hoard of followers into the bakery's cellar and adjacent sewer line to directly benefit from the crystal's influence. Upon further questioning we learned that over a hundred of Ratking's followers had reached the point where they too could speak common and grown to Hafling size. This, of course, qualified them for representation in Domir as a sentient race. We discussed this idea with Ratking and, after pondering the prospects of getting jobs as trash collectors and being able to interact freely with Domir's markets while no longer sneaking and stealing what they wanted, he decided that registering his race as represented citizens of Domir was a good idea. We also pointed out to him that he would now have to abide by the laws of Domir and could not continue stealing from and residing in Tom's cellar. An idea was then formed that he could send in a group of rats each night when the bakery was closed, and, as long as they did not disturb anything in Tom's storage room, they could spend some time gaining the sentient granting benefits of the crystal so that the Rattkin could continue to flourish. 

And so our first mission for the Three Torches was successfully completed.

  • Ratking handed over the chrystal, which we returned to a bird cage looking structure in the storage room, (the fruit plants in the room looked healthier almost instantly and a few strawberries began to ripen).
  • Tom Bakerson was pleased at the sudden lack of rats in his cellar, although somewhat puzzled at the equal lack of dead rats, and paid us 100 gold each.
  • Four Rattkin representatives met us at City Hall where they filled out the registration paperwork in preparation for their new life as bonafide citizens.
Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.